Difference between revisions of "Game Opcodes:Bind BG MapObj to Actor"

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(Notes)
 
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Binds this actor to a BGObject in the loaded map.
+
Binds this actor to a BG MapObject in the loaded map.
  
 
:; Opcode - 0x0D8
 
:; Opcode - 0x0D8
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== Notes ==
 
== Notes ==
  
This must be sent before BGObject animations may be played.
+
This must be sent before BGObject animations may be played. Layout IDs are in the RegionLayout File, while object IDs have to be manually searched for in the map file.
  
 
== Visual Layout ==
 
== Visual Layout ==
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| colspan="4" style="background:#8FA6E8" | '''objectID '''
 
| colspan="4" style="background:#8FA6E8" | '''objectID '''
 
| colspan="4" style="background:#8FA6E8" | '''layoutID '''
 
| colspan="4" style="background:#8FA6E8" | '''layoutID '''
| 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00
 
 
|}
 
|}
  
 
[[Category:Unfinished]]
 
[[Category:Unfinished]]

Latest revision as of 14:44, 31 July 2018

Binds this actor to a BG MapObject in the loaded map.

Opcode - 0x0D8
Source - Server
Data Size - 8 bytes
Requirements - None

Data

Offset Data Type Length Variable Description
0x00 uint32 4 Bytes objectID The id of the object within the map file.
0x04 uint32 4 Bytes layoutID The id of the current map.

Notes

This must be sent before BGObject animations may be played. Layout IDs are in the RegionLayout File, while object IDs have to be manually searched for in the map file.

Visual Layout

Packet Data layout
0x0 0x1 0x2 0x3 0x4 0x5 0x6 0x7 0x8 0x9 0xA 0xB 0xC 0xD 0xE 0xF
0x00 objectID layoutID